Chereads / Alexander Creed: Re-Life / Chapter 443 - Quadruple Trouble I

Chapter 443 - Quadruple Trouble I

Naturally, included in that is Quadruple Trouble as well.

The 16th of the roster. And it's actually not as dragon-focused as the previous two.

Since it's finally what the Teenage Mutant Ninja Turtles presents...

A video game of their own. With their theme and all.

But, instead of just being some catchy turtles in a half-shell... they're apparently all in the midst of trouble.

All four of them.

Must be why it's called Quadruple Trouble.

As laid out as that was, that's how the layman understood it.

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Alexander had his own reasonings, however.

Yet it's not exactly that far off or as deep as one would be led to believe.

Despite the unreadable expression of contemplation he's having at the moment, his rationale for this game is actually quite simple.

He liked the prospects of the original TMNT game... the arcade one, of course, not the console exclusive other... and plundered it, as he's already done so.

In that game, up to four players control the titular Ninja Turtles, fighting through various levels to defeat the turtles' enemies, including the Shredder, Krang, and the Foot Clan.

The player chooses from one of the four Ninja Turtles: Leonardo, Michelangelo, Donatello, and Raphael.

Depending on the version of the game, the characters are either chosen via an in-game select screen or based on which coin slot the player placed their credit into.

After Shredder kidnaps the Turtles' friend April O'Neil and their mentor Splinter, they must give chase, save their comrades, and defeat the evil Shredder.

Up to four players, two in some versions, can take control of any of the Turtles.

Donatello has slower attacks but a longer range, Michelangelo and Raphael have faster attacks but a shorter range, and Leonardo is a well-rounded Turtle with average range and speed.

The eight-way joystick controls the movements of the Turtle, the jump button makes them jump... and the attack button makes them hit in front of them using their weapon.

The Turtles can also perform special moves, including throwing Foot soldiers overhead and performing a special attack by pressing the jump and attack buttons.

In these special cases, Raphael rolls along the ground and finishes with a kick, while the other Turtles do a sweeping jump attack with their weapons.

Other than that, the Turtles can also spring off the wall in certain areas.

Enemies can also be defeated more quickly by slamming them into walls or solid objects.

There are even many other objects such as traffic cones, parking meters, fire hydrants, and exploding oil drums that can be hit or damaged with attacks in order to help defeat nearby enemies.

Which tracks as they're scattered all throughout the map.

As for the so-called enemies... they are mostly Foot Soldiers, befitting of their double meaning-ed name, but weirdly color-coded to indicate their attack patterns and weapon of choice.

Some of them, such as the standard purple-clad Foot Soldiers and Roadkill Rodney robots, have the ability to restrain the Turtles' mobility and drain their health, leaving only the player open to attack from other enemies.

Of course, there are bosses in the game.

Including Rocksteady and Bebop, individually at first in that order, and later with the two of them together. They are an iconic pair, after all.

Then there's the likes of Baxter Stockman in his human form.

There's Granitor, General Traag, Krang, and of course... it's not really TMNT without Shredder himself.

All in all, this was released during a high point in popularity for the Teenage Mutant Ninja Turtles franchise, or when Turtle Mania was at its peak.

Meaning that the arcade game was a worldwide hit, to about the same level as the show that it was adapted from, or just about anything that had TMNT.

Probably one of the rare cases where a licensed and adapted game turned out to be quite good, even propelling itself to becoming the highest-grossing dedicated arcade game of 1990.

And if that's not prospective enough... it'll actually have nice enhancements later down the years.

In a retro-Cowabunga collection, with options like...

Level Select. Allowing the player to start at any level of their choosing.

God Mode. Allowing the player to become immune to most damage and defeat most enemies with a single hit.

Remove Penalty Bombs. This enhancement disables the "Penalty Bombs" that the game drops on players in certain circumstances.

Nightmare Mode. Enabling a mode in the game that dramatically increases the number of enemies.

Starting Lives. Wherein it adjusts the number of lives at the start of the game from 1 to 5.

And Difficulty. Which, of course, just adjusts the difficulty of the game from easy to very difficult.

Already, the game is great as it is. But options such as these really help with replayability.

Then again, Alexander didn't want to get that ahead of himself.

Granted, he may have already done so.

After all, aside from the far superior sprite work, with 16+bit still relevant in this 16th game... he has actually jumped way ahead to four.

As for how four's relevant... well... it's relevant considering that this is a brawling and beat 'em up video game from the get-go.

And Quadruple Trouble practically skipped through some practices of escalation.

Instead of starting out with one like the pioneering Kung-Fu Master... or taking it steady from a single-player Renegade to a double-player Double Dragon... Alexander actually went full four-player with four freaking turtles.

If that's not getting ahead and jumping ahead of himself, then it's going to be hard to tell what's what.

Not that Alexander was too worried. This TMNT game of his, or almost every other multi-brawler, is practically set up so that varying gameplay is available.

If one prefers a one-player beat 'em up that offers a focused, immersive experience, allowing players to enjoy the storyline, characters, and gameplay at their own pace without the need for coordination with others... then just pick one of the Turtles and get on with it.

Whomever they choose, it's guaranteed to provide a solitary challenge, enhancing the player's sense of accomplishment and mastery as they navigate through the game's challenges independently.

And if two were to prefer a two-player beat 'em up game... then why not?

If the math was correct, then there's actually 6 possible combinations. From this potential Turtle pair to the next.

Overall, it just enhances the experience by promoting social interaction and cooperative gameplay.

Allowing friends, family, or even strangers to share the excitement, strategize together, and overcome challenges collaboratively.

Since defeating enemies side by side just adds an extra layer of enjoyment, fostering some sense of camaraderie and teamwork.

These are all really sappy in Alexander's opinion, but if it helps sell the game, then the sappier... the better.

So, obviously... if three were interested in an odd three-player beat 'em up... then what's stopping them?

Just leave an extra Turtle to be excluded and they're all good.

As for the sappy part... it goes along the lines of... the addition of a third player allows for varied strategies and interactions, creating a more intricate gaming experience.

The synergy among three players, each contributing to the action, enhances the overall enjoyment and replay value of the game.

Yada yada...

But last but not least...

If four people were agreeing enough to truly enjoy the extent that Quadruple Trouble had to offer... then play all the Turtles already.

One could even argue that a four-player beat 'em up maximizes the social and cooperative aspects, providing an ideal balance between teamwork and chaos.

Just what the Creed Chaos System is named for.

And the larger group really just fosters diverse strategies, interactions, and combinations of character abilities.

Making for a multiplayer setup that enhances the overall fun, intensity, and replayability... creating an immersive and engaging experience for a group of friends.

So, yeah... this is what Quadruple Trouble is all about.

Still, it's not like Alexander's mental embellishment was of any help to marketing this TMNT game out there.

Nor was it needed, as the game's almost practically selling itself...

With a few caveats, of course.